Experience

Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned by being within a 1500 radius of a dying enemy unit. It takes increasingly more experience to level up as a hero's level progresses. Units can be denied by other allied units to reduce the experience given from dying.

Contents

Leveling

Each hero starts the match at level 1, with one ability point to spend. A hero levels by acquiring a certain amount of experience. When a hero levels, its attributes get increased according to that hero's individual attribute bonuses, and it gains an ability point. The ability point can be spent on an ability which has not been maxed out, or on a Talent. Ability points do not need to be spent immediately, a hero can level up multiple times while saving the ability points.

Experience required for each level.

The amount of experience required to level up is generally equal to the upcoming hero level * 100. For example, to increase a hero's level from 1 to 2 a hero requires 240 experience points, while leveling up from 24 to 25 requires 2695 experience points. There are a few exceptions for some levels in the 6–23 range to allow mid-game heroes to peak slightly earlier.

Hero level

Total experience required to reach level

Experience required for next level

1

0

200

2

200

400

3

600

480

4

1080

600

5

1680

620

6

2300

640

7

2940

660

8

3600

680

9

4280

800

10

5080

820

11

5900

840

12

6740

900

13

7640

1225

14

8865

1250

15

10115

1275

16

11390

1300

17

12690

1325

18

14015

1400

19

15415

1490

20

16905

1500

21

18405

1750

22

20155

2000

23

22155

2250

24

24405

2500

25

26905

-

Acquiring experience

When an enemy unit dies, experience is granted and divided among all allied heroes in a 1500 radius.

Denying a hero (for instance, by committing suicide) grants no experience (nor gold) to the enemy. This also applies when killed by neutrals.

More generally, denying a player-controlled unit (like a summon or a dominated unit) grants no experience to the enemy.

Denying a non-player-controlled unit (lane creeps) grants 25% of its experience bounty to the enemy, and 25% to the denying team.

Non-player-controlled units killed by neutrals is considered the same as the enemy creeps killing them—it's not a deny, and gives full XP. You must deny the creep yourself to deny its XP.

Neutrals' deaths grant experience to any nearby hero, no matter the team that gets the last-hit.

A hero cannot earn experience while dead.

Hero kills award experience to the killer at any range (no matter how far away they are).

Any kills made by summoned units like Treants or Spirit Bear reward experience to their owner at any range.

Heroes take their share of experience even after level 25, even though they cannot use it.

Each Meepo clone counts as a hero for the purposes of gaining and dividing experience.

Experience (and gold) are awarded independently of the assist counter on the scoreboard, which only counts if a hero dealt damage, and ignores proximity to the dying hero. This means a hero only gets assist gold and experience when within range of a dying enemy hero, even when it did not contribute to the kill in any way.

Hero kills

When an enemy hero is killed, allied heroes within range receive an experience reward, split up into two parts: killing experience and assist experience. Killing experience is based on the level of the killed hero, and assist experience is based on the experience difference between the teams.

Kill experience

When an enemy hero dies, an experience reward is divided equally among allied heroes in range. The killer receives the reward even if he is not in range. The formula awards total experience as follows:

Killed hero's level

Experience awarded

1

30

2

60

3

90

4

120

5

150

6

200

7

220

8

330

9

440

10

550

11

660

12

770

13

880

14

990

15

1100

16

1210

17

1320

18

1430

19

1540

20

1650

21

1760

22

1870

23

1980

24

2090

25

2200

If 'x' is the level of the killed hero, the amount of experience gained (f(x)) is:

Couriers

Special

Denying

Denying occurs when a hero lands a killing blow on an allied unit. Heroes can only target allied creeps if they are under 50% health, and can only target allied heroes if they are afflicted with certain debuffs. If the denied unit is not a player controlled unit, enemy heroes in 1500 range split 25% of the usual experience bounty, while the denying team within range also shares 25% of its experience. If it is a player controlled unit, enemies gain no experience from it. Denying an allied unit prevents the opponents from earning gold.

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